Use FBO in WebGL (#547)

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Anders Jenbo 2025-07-08 00:48:00 +02:00 committed by GitHub
parent 7045607c6c
commit f8cc5b9651
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GPG Key ID: B5690EEEBB952194
2 changed files with 173 additions and 50 deletions

View File

@ -237,14 +237,79 @@ GLES2MeshCacheEntry GLES2UploadMesh(const MeshGroup& meshGroup, bool forceUV = f
return cache; return cache;
} }
bool UploadTexture(SDL_Surface* source, GLuint& outTexId, bool isUI)
{
SDL_Surface* surf = source;
if (source->format != SDL_PIXELFORMAT_RGBA32) {
surf = SDL_ConvertSurface(source, SDL_PIXELFORMAT_RGBA32);
if (!surf) {
return false;
}
}
glGenTextures(1, &outTexId);
glBindTexture(GL_TEXTURE_2D, outTexId);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, surf->w, surf->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, surf->pixels);
if (isUI) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
else {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
if (strstr((const char*) glGetString(GL_EXTENSIONS), "GL_EXT_texture_filter_anisotropic")) {
GLfloat maxAniso = 0.0f;
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAniso);
GLfloat desiredAniso = fminf(8.0f, maxAniso);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, desiredAniso);
}
glGenerateMipmap(GL_TEXTURE_2D);
}
if (surf != source) {
SDL_DestroySurface(surf);
}
return true;
}
OpenGLES2Renderer::OpenGLES2Renderer(DWORD width, DWORD height, SDL_GLContext context, GLuint shaderProgram) OpenGLES2Renderer::OpenGLES2Renderer(DWORD width, DWORD height, SDL_GLContext context, GLuint shaderProgram)
: m_context(context), m_shaderProgram(shaderProgram) : m_context(context), m_shaderProgram(shaderProgram)
{ {
glGenFramebuffers(1, &m_fbo);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
m_virtualWidth = width; m_virtualWidth = width;
m_virtualHeight = height; m_virtualHeight = height;
ViewportTransform viewportTransform = {1.0f, 0.0f, 0.0f}; ViewportTransform viewportTransform = {1.0f, 0.0f, 0.0f};
Resize(width, height, viewportTransform); Resize(width, height, viewportTransform);
SDL_Surface* dummySurface = SDL_CreateSurface(1, 1, SDL_PIXELFORMAT_RGBA32);
if (!dummySurface) {
SDL_Log("Failed to create surface: %s", SDL_GetError());
return;
}
if (!SDL_LockSurface(dummySurface)) {
SDL_Log("Failed to lock surface: %s", SDL_GetError());
SDL_DestroySurface(dummySurface);
return;
}
((Uint32*) dummySurface->pixels)[0] = 0xFFFFFFFF;
SDL_UnlockSurface(dummySurface);
UploadTexture(dummySurface, m_dummyTexture, false);
if (!m_dummyTexture) {
SDL_DestroySurface(dummySurface);
SDL_Log("Failed to create surface: %s", SDL_GetError());
return;
}
SDL_DestroySurface(dummySurface);
m_uiMesh.vertices = { m_uiMesh.vertices = {
{{0.0f, 0.0f, 0.0f}, {0, 0, -1}, {0.0f, 0.0f}}, {{0.0f, 0.0f, 0.0f}, {0, 0, -1}, {0.0f, 0.0f}},
{{1.0f, 0.0f, 0.0f}, {0, 0, -1}, {1.0f, 0.0f}}, {{1.0f, 0.0f, 0.0f}, {0, 0, -1}, {1.0f, 0.0f}},
@ -270,6 +335,8 @@ OpenGLES2Renderer::OpenGLES2Renderer(DWORD width, DWORD height, SDL_GLContext co
m_modelViewMatrixLoc = glGetUniformLocation(m_shaderProgram, "u_modelViewMatrix"); m_modelViewMatrixLoc = glGetUniformLocation(m_shaderProgram, "u_modelViewMatrix");
m_normalMatrixLoc = glGetUniformLocation(m_shaderProgram, "u_normalMatrix"); m_normalMatrixLoc = glGetUniformLocation(m_shaderProgram, "u_normalMatrix");
m_projectionMatrixLoc = glGetUniformLocation(m_shaderProgram, "u_projectionMatrix"); m_projectionMatrixLoc = glGetUniformLocation(m_shaderProgram, "u_projectionMatrix");
glUseProgram(m_shaderProgram);
} }
OpenGLES2Renderer::~OpenGLES2Renderer() OpenGLES2Renderer::~OpenGLES2Renderer()
@ -321,47 +388,6 @@ void OpenGLES2Renderer::AddTextureDestroyCallback(Uint32 id, IDirect3DRMTexture*
); );
} }
bool UploadTexture(SDL_Surface* source, GLuint& outTexId, bool isUI)
{
SDL_Surface* surf = source;
if (source->format != SDL_PIXELFORMAT_RGBA32) {
surf = SDL_ConvertSurface(source, SDL_PIXELFORMAT_RGBA32);
if (!surf) {
return false;
}
}
glGenTextures(1, &outTexId);
glBindTexture(GL_TEXTURE_2D, outTexId);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, surf->w, surf->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, surf->pixels);
if (isUI) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
else {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
if (strstr((const char*) glGetString(GL_EXTENSIONS), "GL_EXT_texture_filter_anisotropic")) {
GLfloat maxAniso = 0.0f;
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAniso);
GLfloat desiredAniso = fminf(8.0f, maxAniso);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, desiredAniso);
}
glGenerateMipmap(GL_TEXTURE_2D);
}
if (surf != source) {
SDL_DestroySurface(surf);
}
return true;
}
Uint32 OpenGLES2Renderer::GetTextureId(IDirect3DRMTexture* iTexture, bool isUI, float scaleX, float scaleY) Uint32 OpenGLES2Renderer::GetTextureId(IDirect3DRMTexture* iTexture, bool isUI, float scaleX, float scaleY)
{ {
auto texture = static_cast<Direct3DRMTextureImpl*>(iTexture); auto texture = static_cast<Direct3DRMTextureImpl*>(iTexture);
@ -460,13 +486,13 @@ HRESULT OpenGLES2Renderer::BeginFrame()
{ {
m_dirty = true; m_dirty = true;
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
glEnable(GL_CULL_FACE); glEnable(GL_CULL_FACE);
glDisable(GL_BLEND); glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE); glDepthMask(GL_TRUE);
glUseProgram(m_shaderProgram);
SceneLightGLES2 lightData[3]; SceneLightGLES2 lightData[3];
int lightCount = std::min(static_cast<int>(m_lights.size()), 3); int lightCount = std::min(static_cast<int>(m_lights.size()), 3);
@ -537,6 +563,9 @@ void OpenGLES2Renderer::SubmitDraw(
} }
else { else {
glUniform1i(m_useTextureLoc, 0); glUniform1i(m_useTextureLoc, 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_dummyTexture);
glUniform1i(m_textureLoc, 0);
} }
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboPositions); glBindBuffer(GL_ARRAY_BUFFER, mesh.vboPositions);
@ -564,7 +593,6 @@ HRESULT OpenGLES2Renderer::FinalizeFrame()
{ {
glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glUseProgram(0);
return DD_OK; return DD_OK;
} }
@ -578,12 +606,43 @@ void OpenGLES2Renderer::Resize(int width, int height, const ViewportTransform& v
SDL_DestroySurface(m_renderedImage); SDL_DestroySurface(m_renderedImage);
} }
m_renderedImage = SDL_CreateSurface(m_width, m_height, SDL_PIXELFORMAT_RGBA32); m_renderedImage = SDL_CreateSurface(m_width, m_height, SDL_PIXELFORMAT_RGBA32);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
// Create color texture
glGenTextures(1, &m_colorTarget);
glBindTexture(GL_TEXTURE_2D, m_colorTarget);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_colorTarget, 0);
// Create depth renderbuffer
glGenRenderbuffers(1, &m_depthTarget);
glBindRenderbuffer(GL_RENDERBUFFER, m_depthTarget);
if (SDL_GL_ExtensionSupported("GL_OES_depth24")) {
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24_OES, width, height);
}
else if (SDL_GL_ExtensionSupported("GL_OES_depth32")) {
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT32_OES, width, height);
}
else {
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height);
}
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_depthTarget);
glViewport(0, 0, m_width, m_height); glViewport(0, 0, m_width, m_height);
} }
void OpenGLES2Renderer::Clear(float r, float g, float b) void OpenGLES2Renderer::Clear(float r, float g, float b)
{ {
m_dirty = true; m_dirty = true;
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE); glDepthMask(GL_TRUE);
glClearColor(r, g, b, 1.0f); glClearColor(r, g, b, 1.0f);
@ -592,21 +651,76 @@ void OpenGLES2Renderer::Clear(float r, float g, float b)
void OpenGLES2Renderer::Flip() void OpenGLES2Renderer::Flip()
{ {
if (m_dirty) { if (!m_dirty) {
SDL_GL_SwapWindow(DDWindow); return;
m_dirty = false;
} }
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDisable(GL_DEPTH_TEST);
glFrontFace(GL_CCW);
glDepthMask(GL_FALSE);
glUniform4f(m_colorLoc, 1.0f, 1.0f, 1.0f, 1.0f);
glUniform1f(m_shinLoc, 0.0f);
float ambient[] = {1.0f, 1.0f, 1.0f, 1.0f};
float blank[] = {0.0f, 0.0f, 0.0f, 0.0f};
glUniform4fv(u_lightLocs[0][0], 1, ambient);
glUniform4fv(u_lightLocs[0][1], 1, blank);
glUniform4fv(u_lightLocs[0][2], 1, blank);
glUniform1i(m_lightCountLoc, 1);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_colorTarget);
glUniform1i(m_textureLoc, 0);
glUniform1i(m_useTextureLoc, 1);
D3DRMMATRIX4D projection;
D3DRMMATRIX4D modelViewMatrix = {
{(float) m_width, 0.0f, 0.0f, 0.0f},
{0.0f, (float) -m_height, 0.0f, 0.0f},
{0.0f, 0.0f, 1.0f, 0.0f},
{0.0f, (float) m_height, 0.0f, 1.0f}
};
glUniformMatrix4fv(m_modelViewMatrixLoc, 1, GL_FALSE, &modelViewMatrix[0][0]);
Matrix3x3 identity = {{1.f, 0.f, 0.f}, {0.f, 1.f, 0.f}, {0.f, 0.f, 1.f}};
glUniformMatrix3fv(m_normalMatrixLoc, 1, GL_FALSE, &identity[0][0]);
CreateOrthographicProjection((float) m_width, (float) m_height, projection);
glUniformMatrix4fv(m_projectionMatrixLoc, 1, GL_FALSE, &projection[0][0]);
glDisable(GL_SCISSOR_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindBuffer(GL_ARRAY_BUFFER, m_uiMeshCache.vboPositions);
glEnableVertexAttribArray(m_posLoc);
glVertexAttribPointer(m_posLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glBindBuffer(GL_ARRAY_BUFFER, m_uiMeshCache.vboTexcoords);
glEnableVertexAttribArray(m_texLoc);
glVertexAttribPointer(m_texLoc, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_uiMeshCache.ibo);
glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(m_uiMeshCache.indices.size()), GL_UNSIGNED_SHORT, nullptr);
glDisableVertexAttribArray(m_texLoc);
SDL_GL_SwapWindow(DDWindow);
glFrontFace(GL_CW);
m_dirty = false;
} }
void OpenGLES2Renderer::Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, const SDL_Rect& dstRect, FColor color) void OpenGLES2Renderer::Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, const SDL_Rect& dstRect, FColor color)
{ {
m_dirty = true; m_dirty = true;
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
glDisable(GL_DEPTH_TEST); glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE); glDepthMask(GL_FALSE);
glUseProgram(m_shaderProgram);
float ambient[] = {1.0f, 1.0f, 1.0f, 1.0f}; float ambient[] = {1.0f, 1.0f, 1.0f, 1.0f};
float blank[] = {0.0f, 0.0f, 0.0f, 0.0f}; float blank[] = {0.0f, 0.0f, 0.0f, 0.0f};
glUniform4fv(u_lightLocs[0][0], 1, ambient); glUniform4fv(u_lightLocs[0][0], 1, ambient);
@ -629,14 +743,17 @@ void OpenGLES2Renderer::Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, c
static_cast<int>(std::round(texture.height * scaleY)) static_cast<int>(std::round(texture.height * scaleY))
}; };
glActiveTexture(GL_TEXTURE0);
glUniform1i(m_useTextureLoc, 1); glUniform1i(m_useTextureLoc, 1);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture.glTextureId); glBindTexture(GL_TEXTURE_2D, texture.glTextureId);
glUniform1i(m_textureLoc, 0); glUniform1i(m_textureLoc, 0);
} }
else { else {
expandedDstRect = dstRect; expandedDstRect = dstRect;
glUniform1i(m_useTextureLoc, 0); glUniform1i(m_useTextureLoc, 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_dummyTexture);
glUniform1i(m_textureLoc, 0);
} }
D3DRMMATRIX4D modelView, projection; D3DRMMATRIX4D modelView, projection;
@ -685,6 +802,8 @@ void OpenGLES2Renderer::Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, c
void OpenGLES2Renderer::Download(SDL_Surface* target) void OpenGLES2Renderer::Download(SDL_Surface* target)
{ {
glFinish(); glFinish();
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
glReadPixels(0, 0, m_width, m_height, GL_RGBA, GL_UNSIGNED_BYTE, m_renderedImage->pixels); glReadPixels(0, 0, m_width, m_height, GL_RGBA, GL_UNSIGNED_BYTE, m_renderedImage->pixels);
SDL_Rect srcRect = { SDL_Rect srcRect = {

View File

@ -72,7 +72,11 @@ private:
bool m_dirty = false; bool m_dirty = false;
std::vector<SceneLight> m_lights; std::vector<SceneLight> m_lights;
SDL_GLContext m_context; SDL_GLContext m_context;
GLuint m_fbo;
GLuint m_colorTarget;
GLuint m_depthTarget;
GLuint m_shaderProgram; GLuint m_shaderProgram;
GLuint m_dummyTexture;
GLint m_posLoc; GLint m_posLoc;
GLint m_normLoc; GLint m_normLoc;
GLint m_texLoc; GLint m_texLoc;